TalonBot
06-17-2010, 01:14 PM
http://www.blogcdn.com/www.wow.com/media/2010/06/raiding.jpg
There is a plethora (and yes, I look for places to use plethora) of interesting information about how raids and raid lockouts will be designed in Cataclysm and how they've learned from what worked and didn't work in Wrath in this forum thread (http://forums.worldofwarcraft.com/thread.html?topicId=25399741109&pageNo=1&sid=1#13). Ghostcrawler exposits:
The developers believe that current raid design (separate 10/25 man lockouts) effectively asks raiders to raid twice as much if they want to maximize their emblem gain, which helps cause player burnout and boredom.
The ability to kill a boss in separate 10/25 man lockouts is 'nothing sacred' in terms of changing the design, since before Wrath it wasn't even possible.
Current design accounts for maximum emblem gain per week, because many players will attempt to gain the maximum of emblems per week. Changing the raid lockout means that this design can be altered.
ToC's four lockouts was far too many. (http://forums.worldofwarcraft.com/thread.html?topicId=25399741109&sid=1&pageNo=19#378)
The designers expect more gearing up from quests and heroics (as well as crafted items) before people start raiding in Cataclysm.
The feeling is that the burnout caused 'in some of our most dedicated raiders (http://forums.worldofwarcraft.com/thread.html?topicId=25399741109&sid=1&pageNo=31#610)' from feeling forced to run both 10/25 man content every week to stay competitive is a compelling reason to change the design away from allowing that.
Continue reading The evolution of raid design in Cataclysm (http://www.wow.com/2010/06/17/the-evolution-of-raid-design-in-cataclysm/)
Filed under: Analysis / Opinion (http://www.wow.com/category/analysis-opinion/), News items (http://www.wow.com/category/news-items/), Raiding (http://www.wow.com/category/raiding/), Cataclysm (http://www.wow.com/category/cataclysm/)
The evolution of raid design in Cataclysm (http://www.wow.com/2010/06/17/the-evolution-of-raid-design-in-cataclysm/) originally appeared on WoW.com (http://www.wow.com) on Thu, 17 Jun 2010 16:00:00 EST. Please see our terms for use of feeds (http://www.weblogsinc.com/feed-terms/).
Permalink (http://www.wow.com/2010/06/17/the-evolution-of-raid-design-in-cataclysm/) | Email this (http://www.wow.com/forward/19520315/) | Comments (http://www.wow.com/2010/06/17/the-evolution-of-raid-design-in-cataclysm/#comments)
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More... (http://feedproxy.google.com/~r/WowInsider/~3/kicoOcHLouc/)
There is a plethora (and yes, I look for places to use plethora) of interesting information about how raids and raid lockouts will be designed in Cataclysm and how they've learned from what worked and didn't work in Wrath in this forum thread (http://forums.worldofwarcraft.com/thread.html?topicId=25399741109&pageNo=1&sid=1#13). Ghostcrawler exposits:
The developers believe that current raid design (separate 10/25 man lockouts) effectively asks raiders to raid twice as much if they want to maximize their emblem gain, which helps cause player burnout and boredom.
The ability to kill a boss in separate 10/25 man lockouts is 'nothing sacred' in terms of changing the design, since before Wrath it wasn't even possible.
Current design accounts for maximum emblem gain per week, because many players will attempt to gain the maximum of emblems per week. Changing the raid lockout means that this design can be altered.
ToC's four lockouts was far too many. (http://forums.worldofwarcraft.com/thread.html?topicId=25399741109&sid=1&pageNo=19#378)
The designers expect more gearing up from quests and heroics (as well as crafted items) before people start raiding in Cataclysm.
The feeling is that the burnout caused 'in some of our most dedicated raiders (http://forums.worldofwarcraft.com/thread.html?topicId=25399741109&sid=1&pageNo=31#610)' from feeling forced to run both 10/25 man content every week to stay competitive is a compelling reason to change the design away from allowing that.
Continue reading The evolution of raid design in Cataclysm (http://www.wow.com/2010/06/17/the-evolution-of-raid-design-in-cataclysm/)
Filed under: Analysis / Opinion (http://www.wow.com/category/analysis-opinion/), News items (http://www.wow.com/category/news-items/), Raiding (http://www.wow.com/category/raiding/), Cataclysm (http://www.wow.com/category/cataclysm/)
The evolution of raid design in Cataclysm (http://www.wow.com/2010/06/17/the-evolution-of-raid-design-in-cataclysm/) originally appeared on WoW.com (http://www.wow.com) on Thu, 17 Jun 2010 16:00:00 EST. Please see our terms for use of feeds (http://www.weblogsinc.com/feed-terms/).
Permalink (http://www.wow.com/2010/06/17/the-evolution-of-raid-design-in-cataclysm/) | Email this (http://www.wow.com/forward/19520315/) | Comments (http://www.wow.com/2010/06/17/the-evolution-of-raid-design-in-cataclysm/#comments)
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More... (http://feedproxy.google.com/~r/WowInsider/~3/kicoOcHLouc/)